this realtime graphics.
let's there single mesh rendering. place 1k (1024x1024) texture on , renders fine. let's place 4k texture on render 1k section of texture using different uvs on same mesh.
now both times, visible surface has 1k texture on it. 1 comes 1k texture map other 4k texture map. there difference in performance, not counting increased vram usage 4k map.
for intents , purposes, no, there no difference.
by restricting uvs top left 1024x1024 you'll pulling in same amount of texture data if texture 1024x1024 , read entire thing. number of texture samples remains same well.
it's impossible rule out of course without having low-level knowledge of every gpu past, present , future, should assume performance same.
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